Slaver
Medium humanoid (any race), any evil
Armor Class 16
Hit Points 97 ( 17d8+30 )
Speed
30ft
Saving Throws Con +4, Wis +4
Skills Perception +6
Senses passive Perception 16
Languages any one language (usually Common)
Challenge 8 (3,900 XP)
The Slaver's Spellcasting Ability is Dexterity. Spellcasting mod of 8 and Spell Save DC of 16.
Sadistic A██████. The Slaver has advantage on saving throws against being frightened or intimidated.
Equestradon. the Arch-Slaver can summon its mount(assuming it can hear the Arch-Slaver). The Arch-Slaver gains +30 move speed while mounted.
Lacerating. When the slaver deals 6 or more damage with the razor whip, the target makes a con save, gaining 1 level of exhaustion on a fail. DC of 10 + 1/2 damage dealt.
Actions
Multiattack. The Slaver makes two melee attacks.
Razor whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 1d6+4 slashing damage.
Weapon Art
Mortal Leverage. Melee Weapon Art: +8 hit, reach 10ft., one target. hit: Target creature is Restrained and takes
2d4+4 Force damage per turn for as long as it is restrained.
the slaver can continue to restrain the target creature for 3 turns. At the start of its turn, it can make a str save to escape. DC is what was rolled to hit.
Fire Breath(Recharge 5-6). The slaver exhales a jet of flame. Each creature in a 30x5ft line must make a dexterity saving throw with a DC of 16, or take
4d6 fire damage on a failed save, and half as much damage on a successful one.
Enslavement(6 per long rest). As an Action, the slaver summons a bomb collar in its empty hand. The bomb collar disappears after the spell ends if it is not being worn. It can be fitted to a Medium(or smaller) creature’s neck as a Long Action. the slaver must succeed a DC 15 Dexterity saving throw if the target is not willing and able to resist.
The slaver can detonate the bomb collar as an action, as long as the wearer is within 180ft.
When the collar detonates, the wearer takes 6d6 force damage.
If the slaver dies, all Bomb collars created by them deactivate without detonating and unlock.
Hold Person(3 per long rest). As an action, the Slaver chooses a humanoid it can see within 60ft. The target must succeed on a DC 16 Wisdom saving throw or be paralyzed for up to 1 minute, the spell can be ended early if the Slaver loses Concentration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Master's Command. As an action, the Slaver can attempt to command a slave it can see within 40ft. The slave must make a DC 16 Wisdom saving throw or do as the slaver commands.
The slave auto-fails if it is wearing a bomb collar.
They roll with disadvantage if they wore a bomb collar within the past 3 days.